This JavaScript Front End Web Development lab combines the thematic elements of space a return to the classic, pixelated video games that were a hallmark of the '80s. It's a celebration of the coin-operated arcade machines and the iconic games of that era, drawing us into an experience that recaptures the fun and creativity of 1980s video gaming.
Let's dive into an exciting adventure of creating a Space Defenders game with HTML, JavaScript, and CSS. This will be a throwback to the golden era of 1980s video arcade games.
Part 1: Introduction to Space Defenders
Lecture
Space Defenders is a classic arcade game where the player controls a spaceship and must defend against incoming enemy spaceships. We will create this game using HTML5 Canvas for rendering, JavaScript for game logic, and CSS for styling.
Key Concepts:
HTML5 Canvas: For drawing graphics on a web page. JavaScript Event Handling: To capture keyboard inputs. Browser Object Model (BOM): For interaction with the browser. Questions:
What is the role of HTML5 Canvas in game development? Answer: It provides a 2D rendering context for drawing graphics. How can we capture keyboard inputs in JavaScript? Answer: By using event listeners for keydown events. Resource References:
Coding Exercise 1: Setting up HTML and Canvas
Let's start by creating the HTML structure.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Space Defenders</title>
<link rel="stylesheet" href="styles.css">
</head>
<body>
<canvas id="gameCanvas" width="800" height="600"></canvas>
<script src="game.js"></script>
</body>
</html>
Questions:
What is the purpose of the canvas element? Answer: It provides a drawing surface for rendering graphics. Part 2: Styling with CSS
Coding Exercise 2: Adding Basic Styling
We'll add some basic styles to center the canvas.
body {
display: flex;
justify-content: center;
align-items: center;
background-color: black;
height: 100vh;
margin: 0;
}
#gameCanvas {
border: 2px solid white;
}
Part 3: JavaScript and Game Logic
Coding Exercise 3: Drawing the Player's Ship
We'll begin the game development by drawing the player's ship.
game.js
const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
// Draw player's ship
function drawShip(x, y) {
ctx.fillStyle = 'white';
ctx.beginPath();
ctx.moveTo(x, y);
ctx.lineTo(x - 20, y + 20);
ctx.lineTo(x + 20, y + 20);
ctx.closePath();
ctx.fill();
}
drawShip(400, 550);
Questions:
What does ctx represent in the code? Answer: It represents the 2D rendering context for the canvas, allowing us to draw shapes, lines, and text. The above code sets up the game and draws a simple triangle representing the player's ship.
We have successfully introduced the basics of creating a Space Defenders game, touching on HTML, CSS, and JavaScript essentials.
In the next modules, we will explore further features, including movement controls, shooting mechanics, and enemy behaviors. This will involve introducing more concepts and enhancing the complexity of our code.
Do you want me to proceed with the next modules?
Let’s proceed to find out how to include movement controls, shooting mechanics, and enemy behaviors
Move on to the next exciting parts of our Space Defenders game development.
Part 4: Movement Controls
Lecture
In this part, we'll learn how to add movement controls to the player's ship using the cursor keys.
Key Concepts:
Event Listeners: Capturing keyboard events. Game Loop: Continuously updating the game state. Questions:
What is the purpose of a game loop? Answer: A game loop is a continuous loop that updates the game state and redraws the scene, providing real-time interactivity. Coding Exercise 4: Adding Movement Controls
We will use the 'keydown' and 'keyup' events to control the movement of the player's ship.
javascriptCopy code
let shipX = 400;
let shipY = 550;
let shipSpeed = 0;
window.addEventListener('keydown', function (event) {
if (event.key === 'ArrowLeft') shipSpeed = -5;
if (event.key === 'ArrowRight') shipSpeed = 5;
});
window.addEventListener('keyup', function (event) {
if (event.key === 'ArrowLeft' || event.key === 'ArrowRight') shipSpeed = 0;
});
function update() {
shipX += shipSpeed;
ctx.clearRect(0, 0, canvas.width, canvas.height);
drawShip(shipX, shipY);
requestAnimationFrame(update);
}
update();
Part 5: Shooting Mechanics
Lecture
We'll learn how to implement shooting mechanics, allowing the player's ship to fire bullets.
Key Concepts:
Object Arrays: Managing bullets. Collisions: Handling bullet impacts. Questions:
How can object arrays be used to manage multiple bullets? Answer: By storing each bullet as an object in an array, we can easily iterate and update their positions and handle interactions. Coding Exercise 5: Adding Shooting Mechanics
We'll implement shooting by pressing the space bar.
let bullets = [];
window.addEventListener('keydown', function (event) {
if (event.key === ' ') {
bullets.push({ x: shipX, y: shipY - 10, speed: -5 });
}
});
function drawBullets() {
ctx.fillStyle = 'red';
bullets.forEach(bullet => {
ctx.fillRect(bullet.x - 2, bullet.y - 2, 4, 4);
});
}
function updateBullets() {
bullets.forEach(bullet => {
bullet.y += bullet.speed;
});
}
function update() {
// ...
updateBullets();
drawBullets();
// ...
}
update();
Part 6: Enemy Behaviors
Lecture
Finally, we'll introduce enemies, focusing on their behavior, movement patterns, and interactions.
Key Concepts:
AI Patterns: Simple AI for enemy movement. Collision Detection: Interactions between bullets and enemies. Questions:
How can we implement simple AI patterns for enemy movement? Answer: By using functions that dictate movement patterns or behaviors, such as following a path or random movement. Coding Exercise 6: Adding Enemy Behaviors
Let's add enemies and their movement patterns.
let enemies = [
{ x: 100, y: 100, speed: 1 },
// More enemies
];
function drawEnemies() {
ctx.fillStyle = 'blue';
enemies.forEach(enemy => {
ctx.fillRect(enemy.x - 10, enemy.y - 10, 20, 20);
});
}
function updateEnemies() {
enemies.forEach(enemy => {
enemy.x += enemy.speed;
// Additional behavior
});
}
function update() {
// ...
drawEnemies();
updateEnemies();
// ...
}
update();